Aeon Amadi wrote:There is a -HUGE- difference in the long term. From Passive SP alone there's a difference of 672,000 SP -per month- disparity. That is an insanely high difference when you compare the time it takes for a new player to gain the skills he needs to be competitive with older players and being as there is no limitation for new players specifically to purchase it, the disparity is only further increased for the older players who have money.
The only limitation to this is the fact that you can't go higher than level 5 in a particular skill.
Ok...since you're comparing no booster to Omega booster (rather than regular booster to Omega booster), what you have a problem with is boosters in general, and not Omega boosters in particular? In any case, though, newer players get a lot more bang for their buck when they buy a booster. They could, as an example, take their proficiency level in a weapon from nothing to level 3 or 4 (can't remember the exact numbers). A vet might be at proficiency level 4 already. Those 672000 extra SP are still 100000 or so short of prof. level 5. The new player gets an additional 9 or 12 percent extra damage in the same period that the vet gets closer to having another 3%.
Aeon Amadi wrote:Just because it works and it makes CCP money does not mean that it isn't impacting the game in a negative way. F2P statistics aren't usually used in competitive games like Dust 514 where the entire point is kill other players. The only other games that I can think of that have these features are probably Battlefield: Play-4-Free which is largely considered an abomination and Combat Arms which was terrible in it's own right.
On console, sure. There have been so few F2P titles on console that no-one really knows how and if it can work. On other platforms, there's a lot of stats to pull from. League of Legends, for example, is a hugely successful F2P game very much about killing other players. I haven't played it enough to comment on any specifics regarding the monetization, though.
Aeon Amadi wrote:Again, wiser marketing choices that don't interfere with actual game play - or do so in a creative way that benefits new players, or brings back older players who no longer play the game. The justification of 'monetary gain' is the reason free-to-play games
fail.
No, the justification of
exaggerated monetary gain is
one reason F2P games fail. And a complete or total lack of monetary gain is another. The trick is finding the balance, which I'm sure is something CCP is working on all the time.